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Engineering Your Fleet


Imported vehicle models from sites like GTA5-Mods often come with unbalanced physics. They may accelerate too quickly, have “ice-like” grip, or flip over during simple turns due to an incorrect center of gravity. All of these traits are controlled by the handling.meta file within the vehicle’s resource folder.
Reading TimeDifficultyLast Updated
7 minutesIntermediateJanuary 2026

1. Locate the Configuration

Navigate to your vehicle resource (e.g., /resources/[cars]/supra/).
  1. Open the data/ folder (or search the root).
  2. Open handling.meta with a text editor.

2. Essential Tuning Variables

VariableDescriptionTuning Tip
fInitialDriveForceAcceleration power.0.25 is standard; 0.45 is extreme supercar.
fBrakeForceHow quickly the car stops.Most imports are too low; try 0.8 to 1.2.
fSteeringLockTurning radius.Increase for more “drift” or tighter city turns.
fMassThe weight of the car.Heavier cars (SUV) need more fBrakeForce.
vecCentreOfMassOffsetThe “balance” point.If the car flips, lower the Z (3rd value) to 0.1 or lower.

3. Applying and Testing

  1. Save the file.
  2. Restart the resource: ensure [resource_name].
  3. Important: Vehicle handling is often cached by the game client. If you don’t notice a change, you must respawn the vehicle or restart your FiveM client to see the new physics in action.

Gradual Adjustments

Always tune in increments of 0.05. Changing a value like fInitialDriveForce from 0.2 to 0.5 will likely make the car undriveable or cause it to “launch” into the air upon acceleration.

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Last Updated: January 2026 | FiveM: Handling calibrated.